(svn r14421) -Codechange: rename all player variables/types to company *or* client so it is immediatelly clear which one you are working with.

This commit is contained in:
rubidium
2008-09-30 20:39:50 +00:00
parent dba193d4a5
commit f56e630e5c
158 changed files with 4661 additions and 4675 deletions

View File

@@ -96,18 +96,18 @@ const ScoreInfo _score_info[] = {
{ SCORE_TOTAL, 0, 0 }
};
int _score_part[MAX_PLAYERS][SCORE_END];
int _score_part[MAX_COMPANIES][SCORE_END];
Economy _economy;
Subsidy _subsidies[MAX_PLAYERS];
Subsidy _subsidies[MAX_COMPANIES];
Prices _price;
uint16 _price_frac[NUM_PRICES];
Money _cargo_payment_rates[NUM_CARGO];
uint16 _cargo_payment_rates_frac[NUM_CARGO];
Money _additional_cash_required;
Money CalculateCompanyValue(const Player* p)
Money CalculateCompanyValue(const Company *c)
{
PlayerID owner = p->index;
Owner owner = c->index;
Money value = 0;
Station *st;
@@ -132,8 +132,8 @@ Money CalculateCompanyValue(const Player* p)
}
/* Add real money value */
value -= p->current_loan;
value += p->player_money;
value -= c->current_loan;
value += c->money;
return max(value, (Money)1);
}
@@ -141,17 +141,17 @@ Money CalculateCompanyValue(const Player* p)
/** if update is set to true, the economy is updated with this score
* (also the house is updated, should only be true in the on-tick event)
* @param update the economy with calculated score
* @param p player been evaluated
* @return actual score of this player
* @param c company been evaluated
* @return actual score of this company
* */
int UpdateCompanyRatingAndValue(Player *p, bool update)
int UpdateCompanyRatingAndValue(Company *c, bool update)
{
byte owner = p->index;
Owner owner = c->index;
int score = 0;
memset(_score_part[owner], 0, sizeof(_score_part[owner]));
/* Count vehicles */
/* Count vehicles */
{
Vehicle *v;
Money min_profit = 0;
@@ -160,7 +160,7 @@ int UpdateCompanyRatingAndValue(Player *p, bool update)
FOR_ALL_VEHICLES(v) {
if (v->owner != owner) continue;
if (IsPlayerBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) {
if (IsCompanyBuildableVehicleType(v->type) && v->IsPrimaryVehicle()) {
num++;
if (v->age > 730) {
/* Find the vehicle with the lowest amount of profit */
@@ -180,7 +180,7 @@ int UpdateCompanyRatingAndValue(Player *p, bool update)
_score_part[owner][SCORE_MIN_PROFIT] = ClampToI32(min_profit);
}
/* Count stations */
/* Count stations */
{
uint num = 0;
const Station* st;
@@ -191,61 +191,62 @@ int UpdateCompanyRatingAndValue(Player *p, bool update)
_score_part[owner][SCORE_STATIONS] = num;
}
/* Generate statistics depending on recent income statistics */
/* Generate statistics depending on recent income statistics */
{
int numec = min(p->num_valid_stat_ent, 12);
int numec = min(c->num_valid_stat_ent, 12);
if (numec != 0) {
const PlayerEconomyEntry *pee = p->old_economy;
Money min_income = pee->income + pee->expenses;
Money max_income = pee->income + pee->expenses;
const CompanyEconomyEntry *cee = c->old_economy;
Money min_income = cee->income + cee->expenses;
Money max_income = cee->income + cee->expenses;
do {
min_income = min(min_income, pee->income + pee->expenses);
max_income = max(max_income, pee->income + pee->expenses);
} while (++pee,--numec);
min_income = min(min_income, cee->income + cee->expenses);
max_income = max(max_income, cee->income + cee->expenses);
} while (++cee,--numec);
if (min_income > 0)
if (min_income > 0) {
_score_part[owner][SCORE_MIN_INCOME] = ClampToI32(min_income);
}
_score_part[owner][SCORE_MAX_INCOME] = ClampToI32(max_income);
}
}
/* Generate score depending on amount of transported cargo */
/* Generate score depending on amount of transported cargo */
{
const PlayerEconomyEntry* pee;
const CompanyEconomyEntry *cee;
int numec;
uint32 total_delivered;
numec = min(p->num_valid_stat_ent, 4);
numec = min(c->num_valid_stat_ent, 4);
if (numec != 0) {
pee = p->old_economy;
cee = c->old_economy;
total_delivered = 0;
do {
total_delivered += pee->delivered_cargo;
} while (++pee,--numec);
total_delivered += cee->delivered_cargo;
} while (++cee,--numec);
_score_part[owner][SCORE_DELIVERED] = total_delivered;
}
}
/* Generate score for variety of cargo */
/* Generate score for variety of cargo */
{
uint num = CountBits(p->cargo_types);
uint num = CountBits(c->cargo_types);
_score_part[owner][SCORE_CARGO] = num;
if (update) p->cargo_types = 0;
if (update) c->cargo_types = 0;
}
/* Generate score for player money */
/* Generate score for company's money */
{
if (p->player_money > 0) {
_score_part[owner][SCORE_MONEY] = ClampToI32(p->player_money);
if (c->money > 0) {
_score_part[owner][SCORE_MONEY] = ClampToI32(c->money);
}
}
/* Generate score for loan */
/* Generate score for loan */
{
_score_part[owner][SCORE_LOAN] = ClampToI32(_score_info[SCORE_LOAN].needed - p->current_loan);
_score_part[owner][SCORE_LOAN] = ClampToI32(_score_info[SCORE_LOAN].needed - c->current_loan);
}
/* Now we calculate the score for each item.. */
@@ -269,92 +270,92 @@ int UpdateCompanyRatingAndValue(Player *p, bool update)
}
if (update) {
p->old_economy[0].performance_history = score;
UpdateCompanyHQ(p, score);
p->old_economy[0].company_value = CalculateCompanyValue(p);
c->old_economy[0].performance_history = score;
UpdateCompanyHQ(c, score);
c->old_economy[0].company_value = CalculateCompanyValue(c);
}
InvalidateWindow(WC_PERFORMANCE_DETAIL, 0);
return score;
}
/* use PLAYER_SPECTATOR as new_player to delete the player. */
void ChangeOwnershipOfPlayerItems(PlayerID old_player, PlayerID new_player)
/* use INVALID_OWNER as new_owner to delete the company. */
void ChangeOwnershipOfCompanyItems(Owner old_owner, Owner new_owner)
{
Town *t;
PlayerID old = _current_player;
CompanyID old = _current_company;
assert(old_player != new_player);
assert(old_owner != new_owner);
{
Player *p;
Company *c;
uint i;
/* See if the old_player had shares in other companies */
_current_player = old_player;
FOR_ALL_PLAYERS(p) {
/* See if the old_owner had shares in other companies */
_current_company = old_owner;
FOR_ALL_COMPANIES(c) {
for (i = 0; i < 4; i++) {
if (p->share_owners[i] == old_player) {
if (c->share_owners[i] == old_owner) {
/* Sell his shares */
CommandCost res = DoCommand(0, p->index, 0, DC_EXEC, CMD_SELL_SHARE_IN_COMPANY);
CommandCost res = DoCommand(0, c->index, 0, DC_EXEC, CMD_SELL_SHARE_IN_COMPANY);
/* Because we are in a DoCommand, we can't just execute an other one and
* expect the money to be removed. We need to do it ourself! */
SubtractMoneyFromPlayer(res);
SubtractMoneyFromCompany(res);
}
}
}
/* Sell all the shares that people have on this company */
p = GetPlayer(old_player);
c = GetCompany(old_owner);
for (i = 0; i < 4; i++) {
_current_player = p->share_owners[i];
if (_current_player != PLAYER_SPECTATOR) {
_current_company = c->share_owners[i];
if (_current_company != INVALID_OWNER) {
/* Sell the shares */
CommandCost res = DoCommand(0, old_player, 0, DC_EXEC, CMD_SELL_SHARE_IN_COMPANY);
CommandCost res = DoCommand(0, old_owner, 0, DC_EXEC, CMD_SELL_SHARE_IN_COMPANY);
/* Because we are in a DoCommand, we can't just execute an other one and
* expect the money to be removed. We need to do it ourself! */
SubtractMoneyFromPlayer(res);
SubtractMoneyFromCompany(res);
}
}
}
_current_player = old_player;
_current_company = old_owner;
/* Temporarily increase the player's money, to be sure that
/* Temporarily increase the company's money, to be sure that
* removing his/her property doesn't fail because of lack of money.
* Not too drastically though, because it could overflow */
if (new_player == PLAYER_SPECTATOR) {
GetPlayer(old_player)->player_money = UINT64_MAX >> 2; // jackpot ;p
if (new_owner == INVALID_OWNER) {
GetCompany(old_owner)->money = UINT64_MAX >> 2; // jackpot ;p
}
if (new_player == PLAYER_SPECTATOR) {
if (new_owner == INVALID_OWNER) {
Subsidy *s;
for (s = _subsidies; s != endof(_subsidies); s++) {
if (s->cargo_type != CT_INVALID && s->age >= 12) {
if (GetStation(s->to)->owner == old_player) s->cargo_type = CT_INVALID;
if (GetStation(s->to)->owner == old_owner) s->cargo_type = CT_INVALID;
}
}
}
/* Take care of rating in towns */
FOR_ALL_TOWNS(t) {
/* If a player takes over, give the ratings to that player. */
if (new_player != PLAYER_SPECTATOR) {
if (HasBit(t->have_ratings, old_player)) {
if (HasBit(t->have_ratings, new_player)) {
/* If a company takes over, give the ratings to that company. */
if (new_owner != INVALID_OWNER) {
if (HasBit(t->have_ratings, old_owner)) {
if (HasBit(t->have_ratings, new_owner)) {
// use max of the two ratings.
t->ratings[new_player] = max(t->ratings[new_player], t->ratings[old_player]);
t->ratings[new_owner] = max(t->ratings[new_owner], t->ratings[old_owner]);
} else {
SetBit(t->have_ratings, new_player);
t->ratings[new_player] = t->ratings[old_player];
SetBit(t->have_ratings, new_owner);
t->ratings[new_owner] = t->ratings[old_owner];
}
}
}
/* Reset the ratings for the old player */
t->ratings[old_player] = RATING_INITIAL;
ClrBit(t->have_ratings, old_player);
/* Reset the ratings for the old owner */
t->ratings[old_owner] = RATING_INITIAL;
ClrBit(t->have_ratings, old_owner);
}
{
@@ -366,7 +367,7 @@ void ChangeOwnershipOfPlayerItems(PlayerID old_player, PlayerID new_player)
/* Determine Ids for the new vehicles */
FOR_ALL_VEHICLES(v) {
if (v->owner == new_player) {
if (v->owner == new_owner) {
switch (v->type) {
case VEH_TRAIN: if (IsFrontEngine(v)) num_train++; break;
case VEH_ROAD: if (IsRoadVehFront(v)) num_road++; break;
@@ -378,8 +379,8 @@ void ChangeOwnershipOfPlayerItems(PlayerID old_player, PlayerID new_player)
}
FOR_ALL_VEHICLES(v) {
if (v->owner == old_player && IsInsideMM(v->type, VEH_TRAIN, VEH_AIRCRAFT + 1)) {
if (new_player == PLAYER_SPECTATOR) {
if (v->owner == old_owner && IsInsideMM(v->type, VEH_TRAIN, VEH_AIRCRAFT + 1)) {
if (new_owner == INVALID_OWNER) {
DeleteWindowById(WC_VEHICLE_VIEW, v->index);
DeleteWindowById(WC_VEHICLE_DETAILS, v->index);
DeleteWindowById(WC_VEHICLE_ORDERS, v->index);
@@ -408,10 +409,10 @@ void ChangeOwnershipOfPlayerItems(PlayerID old_player, PlayerID new_player)
}
}
} else {
v->owner = new_player;
v->owner = new_owner;
v->colormap = PAL_NONE;
v->group_id = DEFAULT_GROUP;
if (IsEngineCountable(v)) GetPlayer(new_player)->num_engines[v->engine_type]++;
if (IsEngineCountable(v)) GetCompany(new_owner)->num_engines[v->engine_type]++;
switch (v->type) {
case VEH_TRAIN: if (IsFrontEngine(v)) v->unitnumber = ++num_train; break;
case VEH_ROAD: if (IsRoadVehFront(v)) v->unitnumber = ++num_road; break;
@@ -428,24 +429,24 @@ void ChangeOwnershipOfPlayerItems(PlayerID old_player, PlayerID new_player)
{
TileIndex tile = 0;
do {
ChangeTileOwner(tile, old_player, new_player);
ChangeTileOwner(tile, old_owner, new_owner);
} while (++tile != MapSize());
if (new_player != PLAYER_SPECTATOR) {
/* Update all signals because there can be new segment that was owned by two players
if (new_owner != INVALID_OWNER) {
/* Update all signals because there can be new segment that was owned by two companies
* and signals were not propagated
* Similiar with crossings - it is needed to bar crossings that weren't before
* because of different owner of crossing and approaching train */
tile = 0;
do {
if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_player) && HasSignals(tile)) {
if (IsTileType(tile, MP_RAILWAY) && IsTileOwner(tile, new_owner) && HasSignals(tile)) {
TrackBits tracks = GetTrackBits(tile);
do { // there may be two tracks with signals for TRACK_BIT_HORZ and TRACK_BIT_VERT
Track track = RemoveFirstTrack(&tracks);
if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_player);
if (HasSignalOnTrack(tile, track)) AddTrackToSignalBuffer(tile, track, new_owner);
} while (tracks != TRACK_BIT_NONE);
} else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_player)) {
} else if (IsLevelCrossingTile(tile) && IsTileOwner(tile, new_owner)) {
UpdateLevelCrossing(tile);
}
} while (++tile != MapSize());
@@ -457,60 +458,60 @@ void ChangeOwnershipOfPlayerItems(PlayerID old_player, PlayerID new_player)
/* In all cases clear replace engine rules.
* Even if it was copied, it could interfere with new owner's rules */
RemoveAllEngineReplacementForPlayer(GetPlayer(old_player));
RemoveAllEngineReplacementForCompany(GetCompany(old_owner));
if (new_player == PLAYER_SPECTATOR) {
RemoveAllGroupsForPlayer(old_player);
if (new_owner == INVALID_OWNER) {
RemoveAllGroupsForCompany(old_owner);
} else {
Group *g;
FOR_ALL_GROUPS(g) {
if (g->owner == old_player) g->owner = new_player;
if (g->owner == old_owner) g->owner = new_owner;
}
}
Sign *si;
FOR_ALL_SIGNS(si) {
if (si->owner == old_player) si->owner = new_player == PLAYER_SPECTATOR ? OWNER_NONE : new_player;
if (si->owner == old_owner) si->owner = new_owner == INVALID_OWNER ? OWNER_NONE : new_owner;
}
/* Change color of existing windows */
if (new_player != PLAYER_SPECTATOR) ChangeWindowOwner(old_player, new_player);
if (new_owner != INVALID_OWNER) ChangeWindowOwner(old_owner, new_owner);
_current_player = old;
_current_company = old;
MarkWholeScreenDirty();
}
static void ChangeNetworkOwner(PlayerID current_player, PlayerID new_player)
static void ChangeNetworkOwner(Owner current_owner, Owner new_owner)
{
#ifdef ENABLE_NETWORK
if (!_networking) return;
if (current_player == _local_player) {
_network_playas = new_player;
SetLocalPlayer(new_player);
if (current_owner == _local_company) {
_network_playas = new_owner;
SetLocalCompany(new_owner);
}
if (!_network_server) return;
NetworkServerChangeOwner(current_player, new_player);
NetworkServerChangeOwner(current_owner, new_owner);
#endif /* ENABLE_NETWORK */
}
static void PlayersCheckBankrupt(Player *p)
static void CompanyCheckBankrupt(Company *c)
{
/* If the player has money again, it does not go bankrupt */
if (p->player_money >= 0) {
p->quarters_of_bankrupcy = 0;
/* If the company has money again, it does not go bankrupt */
if (c->money >= 0) {
c->quarters_of_bankrupcy = 0;
return;
}
p->quarters_of_bankrupcy++;
c->quarters_of_bankrupcy++;
CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
cni->FillData(p);
cni->FillData(c);
switch (p->quarters_of_bankrupcy) {
switch (c->quarters_of_bankrupcy) {
default:
free(cni);
break;
@@ -522,9 +523,9 @@ static void PlayersCheckBankrupt(Player *p)
AddNewsItem(STR_02B6, NS_COMPANY_TROUBLE, 0, 0, cni);
break;
case 3: {
/* XXX - In multiplayer, should we ask other players if it wants to take
/* XXX - In multiplayer, should we ask other companies if it wants to take
over when it is a human company? -- TrueLight */
if (IsHumanPlayer(p->index)) {
if (IsHumanCompany(c->index)) {
SetDParam(0, STR_7056_TRANSPORT_COMPANY_IN_TROUBLE);
SetDParam(1, STR_7057_WILL_BE_SOLD_OFF_OR_DECLARED);
SetDParamStr(2, cni->company_name);
@@ -534,11 +535,11 @@ static void PlayersCheckBankrupt(Player *p)
/* Check if the company has any value.. if not, declare it bankrupt
* right now */
Money val = CalculateCompanyValue(p);
Money val = CalculateCompanyValue(c);
if (val > 0) {
p->bankrupt_value = val;
p->bankrupt_asked = 1 << p->index; // Don't ask the owner
p->bankrupt_timeout = 0;
c->bankrupt_value = val;
c->bankrupt_asked = 1 << c->index; // Don't ask the owner
c->bankrupt_timeout = 0;
free(cni);
break;
}
@@ -546,7 +547,7 @@ static void PlayersCheckBankrupt(Player *p)
}
case 4: {
/* Close everything the owner has open */
DeletePlayerWindows(p->index);
DeleteCompanyWindows(c->index);
/* Show bankrupt news */
SetDParam(0, STR_705C_BANKRUPT);
@@ -554,56 +555,56 @@ static void PlayersCheckBankrupt(Player *p)
SetDParamStr(2, cni->company_name);
AddNewsItem(STR_02B6, NS_COMPANY_BANKRUPT, 0, 0, cni);
if (IsHumanPlayer(p->index)) {
/* XXX - If we are in offline mode, leave the player playing. Eg. there
* is no THE-END, otherwise mark the player as spectator to make sure
if (IsHumanCompany(c->index)) {
/* XXX - If we are in offline mode, leave the company playing. Eg. there
* is no THE-END, otherwise mark the client as spectator to make sure
* he/she is no long in control of this company */
if (!_networking) {
p->bankrupt_asked = 0xFF;
p->bankrupt_timeout = 0x456;
c->bankrupt_asked = 0xFF;
c->bankrupt_timeout = 0x456;
break;
}
ChangeNetworkOwner(p->index, PLAYER_SPECTATOR);
ChangeNetworkOwner(c->index, COMPANY_SPECTATOR);
}
/* Remove the player */
ChangeOwnershipOfPlayerItems(p->index, PLAYER_SPECTATOR);
/* Register the player as not-active */
/* Remove the company */
ChangeOwnershipOfCompanyItems(c->index, INVALID_OWNER);
/* Register the company as not-active */
if (!IsHumanPlayer(p->index) && (!_networking || _network_server) && _ai.enabled)
AI_PlayerDied(p->index);
if (!IsHumanCompany(c->index) && (!_networking || _network_server) && _ai.enabled)
AI_CompanyDied(c->index);
delete p;
delete c;
}
}
}
static void PlayersGenStatistics()
static void CompaniesGenStatistics()
{
Station *st;
Player *p;
Company *c;
FOR_ALL_STATIONS(st) {
_current_player = st->owner;
_current_company = st->owner;
CommandCost cost(EXPENSES_PROPERTY, _price.station_value >> 1);
SubtractMoneyFromPlayer(cost);
SubtractMoneyFromCompany(cost);
}
if (!HasBit(1 << 0 | 1 << 3 | 1 << 6 | 1 << 9, _cur_month))
return;
FOR_ALL_PLAYERS(p) {
memmove(&p->old_economy[1], &p->old_economy[0], sizeof(p->old_economy) - sizeof(p->old_economy[0]));
p->old_economy[0] = p->cur_economy;
memset(&p->cur_economy, 0, sizeof(p->cur_economy));
FOR_ALL_COMPANIES(c) {
memmove(&c->old_economy[1], &c->old_economy[0], sizeof(c->old_economy) - sizeof(c->old_economy[0]));
c->old_economy[0] = c->cur_economy;
memset(&c->cur_economy, 0, sizeof(c->cur_economy));
if (p->num_valid_stat_ent != 24) p->num_valid_stat_ent++;
if (c->num_valid_stat_ent != 24) c->num_valid_stat_ent++;
UpdateCompanyRatingAndValue(p, true);
PlayersCheckBankrupt(p);
UpdateCompanyRatingAndValue(c, true);
CompanyCheckBankrupt(c);
if (p->block_preview != 0) p->block_preview--;
if (c->block_preview != 0) c->block_preview--;
}
InvalidateWindow(WC_INCOME_GRAPH, 0);
@@ -676,17 +677,17 @@ static void AddInflation(bool check_year = true)
InvalidateWindow(WC_PAYMENT_RATES, 0);
}
static void PlayersPayInterest()
static void CompaniesPayInterest()
{
const Player* p;
const Company *c;
int interest = _economy.interest_rate * 54;
FOR_ALL_PLAYERS(p) {
_current_player = p->index;
FOR_ALL_COMPANIES(c) {
_current_company = c->index;
SubtractMoneyFromPlayer(CommandCost(EXPENSES_LOAN_INT, (Money)BigMulSU(p->current_loan, interest, 16)));
SubtractMoneyFromCompany(CommandCost(EXPENSES_LOAN_INT, (Money)BigMulSU(c->current_loan, interest, 16)));
SubtractMoneyFromPlayer(CommandCost(EXPENSES_OTHER, _price.station_value >> 2));
SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, _price.station_value >> 2));
}
}
@@ -1097,7 +1098,7 @@ static void SubsidyMonthlyHandler()
modified = true;
} else if (s->age == 2*12-1) {
st = GetStation(s->to);
if (st->owner == _local_player) {
if (st->owner == _local_company) {
pair = SetupSubsidyDecodeParam(s, 1);
AddNewsItem(STR_202F_SUBSIDY_WITHDRAWN_SERVICE, NS_SUBSIDIES, pair.a, pair.b);
}
@@ -1352,7 +1353,7 @@ static bool CheckSubsidised(Station *from, Station *to, CargoID cargo_type)
pair = SetupSubsidyDecodeParam(s, 0);
InjectDParam(1);
SetDParam(0, _current_player);
SetDParam(0, _current_company);
AddNewsItem(
STR_2031_SERVICE_SUBSIDY_AWARDED + _settings_game.difficulty.subsidy_multiplier,
NS_SUBSIDIES,
@@ -1374,11 +1375,11 @@ static Money DeliverGoods(int num_pieces, CargoID cargo_type, StationID source,
assert(num_pieces > 0);
/* Update player statistics */
/* Update company statistics */
{
Player *p = GetPlayer(_current_player);
p->cur_economy.delivered_cargo += num_pieces;
SetBit(p->cargo_types, cargo_type);
Company *c = GetCompany(_current_company);
c->cur_economy.delivered_cargo += num_pieces;
SetBit(c->cargo_types, cargo_type);
}
/* Get station pointers. */
@@ -1428,8 +1429,8 @@ void VehiclePayment(Vehicle *front_v)
Station *st = GetStation(last_visited);
/* The owner of the train wants to be paid */
PlayerID old_player = _current_player;
_current_player = front_v->owner;
CompanyID old_company = _current_company;
_current_company = front_v->owner;
/* At this moment loading cannot be finished */
ClrBit(front_v->vehicle_flags, VF_LOADING_FINISHED);
@@ -1496,16 +1497,16 @@ void VehiclePayment(Vehicle *front_v)
if (route_profit != 0) {
front_v->profit_this_year += vehicle_profit << 8;
SubtractMoneyFromPlayer(CommandCost(front_v->GetExpenseType(true), -route_profit));
SubtractMoneyFromCompany(CommandCost(front_v->GetExpenseType(true), -route_profit));
if (IsLocalPlayer() && !PlayVehicleSound(front_v, VSE_LOAD_UNLOAD)) {
if (IsLocalCompany() && !PlayVehicleSound(front_v, VSE_LOAD_UNLOAD)) {
SndPlayVehicleFx(SND_14_CASHTILL, front_v);
}
ShowCostOrIncomeAnimation(front_v->x_pos, front_v->y_pos, front_v->z_pos, -vehicle_profit);
}
_current_player = old_player;
_current_company = old_company;
}
/**
@@ -1726,10 +1727,10 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
/* Calculate the loading indicator fill percent and display
* In the Game Menu do not display indicators
* If _settings_client.gui.loading_indicators == 2, show indicators (bool can be promoted to int as 0 or 1 - results in 2 > 0,1 )
* if _settings_client.gui.loading_indicators == 1, _local_player must be the owner or must be a spectator to show ind., so 1 > 0
* if _settings_client.gui.loading_indicators == 1, _local_company must be the owner or must be a spectator to show ind., so 1 > 0
* if _settings_client.gui.loading_indicators == 0, do not display indicators ... 0 is never greater than anything
*/
if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(v->owner != _local_player && _local_player != PLAYER_SPECTATOR))) {
if (_game_mode != GM_MENU && (_settings_client.gui.loading_indicators > (uint)(v->owner != _local_company && _local_company != COMPANY_SPECTATOR))) {
StringID percent_up_down = STR_NULL;
int percent = CalcPercentVehicleFilled(v, &percent_up_down);
if (v->fill_percent_te_id == INVALID_TE_ID) {
@@ -1774,68 +1775,68 @@ void LoadUnloadStation(Station *st)
}
}
void PlayersMonthlyLoop()
void CompaniesMonthlyLoop()
{
PlayersGenStatistics();
CompaniesGenStatistics();
if (_settings_game.economy.inflation) AddInflation();
PlayersPayInterest();
/* Reset the _current_player flag */
_current_player = OWNER_NONE;
CompaniesPayInterest();
/* Reset the _current_company flag */
_current_company = OWNER_NONE;
HandleEconomyFluctuations();
SubsidyMonthlyHandler();
}
static void DoAcquireCompany(Player *p)
static void DoAcquireCompany(Company *c)
{
Player *owner;
Company *owner;
int i;
Money value;
CompanyNewsInformation *cni = MallocT<CompanyNewsInformation>(1);
cni->FillData(p, GetPlayer(_current_player));
cni->FillData(c, GetCompany(_current_company));
SetDParam(0, STR_7059_TRANSPORT_COMPANY_MERGER);
SetDParam(1, p->bankrupt_value == 0 ? STR_707F_HAS_BEEN_TAKEN_OVER_BY : STR_705A_HAS_BEEN_SOLD_TO_FOR);
SetDParam(1, c->bankrupt_value == 0 ? STR_707F_HAS_BEEN_TAKEN_OVER_BY : STR_705A_HAS_BEEN_SOLD_TO_FOR);
SetDParamStr(2, cni->company_name);
SetDParamStr(3, cni->other_company_name);
SetDParam(4, p->bankrupt_value);
SetDParam(4, c->bankrupt_value);
AddNewsItem(STR_02B6, NS_COMPANY_MERGER, 0, 0, cni);
/* original code does this a little bit differently */
PlayerID pi = p->index;
ChangeNetworkOwner(pi, _current_player);
ChangeOwnershipOfPlayerItems(pi, _current_player);
CompanyID ci = c->index;
ChangeNetworkOwner(ci, _current_company);
ChangeOwnershipOfCompanyItems(ci, _current_company);
if (p->bankrupt_value == 0) {
owner = GetPlayer(_current_player);
owner->current_loan += p->current_loan;
if (c->bankrupt_value == 0) {
owner = GetCompany(_current_company);
owner->current_loan += c->current_loan;
}
value = CalculateCompanyValue(p) >> 2;
PlayerID old_player = _current_player;
value = CalculateCompanyValue(c) >> 2;
CompanyID old_company = _current_company;
for (i = 0; i != 4; i++) {
if (p->share_owners[i] != PLAYER_SPECTATOR) {
_current_player = p->share_owners[i];
SubtractMoneyFromPlayer(CommandCost(EXPENSES_OTHER, -value));
if (c->share_owners[i] != COMPANY_SPECTATOR) {
_current_company = c->share_owners[i];
SubtractMoneyFromCompany(CommandCost(EXPENSES_OTHER, -value));
}
}
_current_player = old_player;
_current_company = old_company;
DeletePlayerWindows(pi);
DeleteCompanyWindows(ci);
InvalidateWindowClassesData(WC_TRAINS_LIST, 0);
InvalidateWindowClassesData(WC_SHIPS_LIST, 0);
InvalidateWindowClassesData(WC_ROADVEH_LIST, 0);
InvalidateWindowClassesData(WC_AIRCRAFT_LIST, 0);
delete p;
delete c;
}
extern int GetAmountOwnedBy(const Player *p, PlayerID owner);
extern int GetAmountOwnedBy(const Company *c, Owner owner);
/** Acquire shares in an opposing company.
* @param tile unused
* @param flags type of operation
* @param p1 player to buy the shares from
* @param p1 company to buy the shares from
* @param p2 unused
*/
CommandCost CmdBuyShareInCompany(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
@@ -1844,31 +1845,31 @@ CommandCost CmdBuyShareInCompany(TileIndex tile, uint32 flags, uint32 p1, uint32
/* Check if buying shares is allowed (protection against modified clients) */
/* Cannot buy own shares */
if (!IsValidPlayerID((PlayerID)p1) || !_settings_game.economy.allow_shares || _current_player == (PlayerID)p1) return CMD_ERROR;
if (!IsValidCompanyID((CompanyID)p1) || !_settings_game.economy.allow_shares || _current_company == (CompanyID)p1) return CMD_ERROR;
Player *p = GetPlayer((PlayerID)p1);
Company *c = GetCompany((CompanyID)p1);
/* Protect new companies from hostile takeovers */
if (_cur_year - p->inaugurated_year < 6) return_cmd_error(STR_PROTECTED);
if (_cur_year - c->inaugurated_year < 6) return_cmd_error(STR_PROTECTED);
/* Those lines are here for network-protection (clients can be slow) */
if (GetAmountOwnedBy(p, PLAYER_SPECTATOR) == 0) return cost;
if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 0) return cost;
/* We can not buy out a real player (temporarily). TODO: well, enable it obviously */
if (GetAmountOwnedBy(p, PLAYER_SPECTATOR) == 1 && !p->is_ai) return cost;
/* We can not buy out a real company (temporarily). TODO: well, enable it obviously */
if (GetAmountOwnedBy(c, COMPANY_SPECTATOR) == 1 && !c->is_ai) return cost;
cost.AddCost(CalculateCompanyValue(p) >> 2);
cost.AddCost(CalculateCompanyValue(c) >> 2);
if (flags & DC_EXEC) {
PlayerByte* b = p->share_owners;
OwnerByte *b = c->share_owners;
int i;
while (*b != PLAYER_SPECTATOR) b++; /* share owners is guaranteed to contain at least one PLAYER_SPECTATOR */
*b = _current_player;
while (*b != COMPANY_SPECTATOR) b++; /* share owners is guaranteed to contain at least one COMPANY_SPECTATOR */
*b = _current_company;
for (i = 0; p->share_owners[i] == _current_player;) {
for (i = 0; c->share_owners[i] == _current_company;) {
if (++i == 4) {
p->bankrupt_value = 0;
DoAcquireCompany(p);
c->bankrupt_value = 0;
DoAcquireCompany(c);
break;
}
}
@@ -1880,28 +1881,28 @@ CommandCost CmdBuyShareInCompany(TileIndex tile, uint32 flags, uint32 p1, uint32
/** Sell shares in an opposing company.
* @param tile unused
* @param flags type of operation
* @param p1 player to sell the shares from
* @param p1 company to sell the shares from
* @param p2 unused
*/
CommandCost CmdSellShareInCompany(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
/* Check if selling shares is allowed (protection against modified clients) */
/* Cannot sell own shares */
if (!IsValidPlayerID((PlayerID)p1) || !_settings_game.economy.allow_shares || _current_player == (PlayerID)p1) return CMD_ERROR;
if (!IsValidCompanyID((CompanyID)p1) || !_settings_game.economy.allow_shares || _current_company == (CompanyID)p1) return CMD_ERROR;
Player *p = GetPlayer((PlayerID)p1);
Company *c = GetCompany((CompanyID)p1);
/* Those lines are here for network-protection (clients can be slow) */
if (GetAmountOwnedBy(p, _current_player) == 0) return CommandCost();
if (GetAmountOwnedBy(c, _current_company) == 0) return CommandCost();
/* adjust it a little to make it less profitable to sell and buy */
Money cost = CalculateCompanyValue(p) >> 2;
Money cost = CalculateCompanyValue(c) >> 2;
cost = -(cost - (cost >> 7));
if (flags & DC_EXEC) {
PlayerByte* b = p->share_owners;
while (*b != _current_player) b++; // share owners is guaranteed to contain player
*b = PLAYER_SPECTATOR;
OwnerByte *b = c->share_owners;
while (*b != _current_company) b++; // share owners is guaranteed to contain company
*b = COMPANY_SPECTATOR;
InvalidateWindow(WC_COMPANY, p1);
}
return CommandCost(EXPENSES_OTHER, cost);
@@ -1910,30 +1911,30 @@ CommandCost CmdSellShareInCompany(TileIndex tile, uint32 flags, uint32 p1, uint3
/** Buy up another company.
* When a competing company is gone bankrupt you get the chance to purchase
* that company.
* @todo currently this only works for AI players
* @todo currently this only works for AI companies
* @param tile unused
* @param flags type of operation
* @param p1 player/company to buy up
* @param p1 company to buy up
* @param p2 unused
*/
CommandCost CmdBuyCompany(TileIndex tile, uint32 flags, uint32 p1, uint32 p2)
{
PlayerID pid = (PlayerID)p1;
CompanyID cid = (CompanyID)p1;
/* Disable takeovers in multiplayer games */
if (!IsValidPlayerID(pid) || _networking) return CMD_ERROR;
if (!IsValidCompanyID(cid) || _networking) return CMD_ERROR;
/* Do not allow players to take over themselves */
if (pid == _current_player) return CMD_ERROR;
/* Do not allow companies to take over themselves */
if (cid == _current_company) return CMD_ERROR;
Player *p = GetPlayer(pid);
Company *c = GetCompany(cid);
if (!p->is_ai) return CMD_ERROR;
if (!c->is_ai) return CMD_ERROR;
if (flags & DC_EXEC) {
DoAcquireCompany(p);
DoAcquireCompany(c);
}
return CommandCost(EXPENSES_OTHER, p->bankrupt_value);
return CommandCost(EXPENSES_OTHER, c->bankrupt_value);
}
/** Prices */